Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dyCuong03/unity-agent-team --skill wave5-physics-world-singleton-queriesgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00036 | $0.00937 |
| Opus 5.5 | $0.00014 | $0.00375 |
| Sonnet 5.5 | $0.00007 | $0.00187 |
| Haiku 4.5 | $0.00004 | $0.00094 |
Grade A, and why
wave5-physics-world-singleton-queries scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PhysicsWorldSingleton Spatial Queries
Intent
Perform runtime spatial queries (raycast, collider cast, distance, overlap) against the Unity Physics collision world using PhysicsWorldSingleton.
Use When
- Line-of-sight checks, ground detection, projectile trajectory, AOE range detection
- Spatial queries against current physics world state (after world build)
Avoid When
- Queries inside FixedStepSimulationSystemGroup before PhysicsBuildWorldGroup — world not yet built
- Per-entity collision response — use trigger/collision event buffers instead
Senior Pattern
[UpdateInGroup(typeof(SimulationSystemGroup))]
[BurstCompile]
public partial struct RaycastSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Complete physics jobs before reading PhysicsWorldSingleton:
state.EntityManager.CompleteDependencyBeforeRO<PhysicsWorldSingleton>();
var physicsWorld = SystemAPI.GetSingleton<PhysicsWorldSingleton>().PhysicsWorld;
state.Dependency = new RaycastJob
{
World = physicsWorld.CollisionWorld,
Input = new RaycastInput
{
Start = float3.zero, // replace with actual origin
End = float3.zero + math.forward() * 100f,
Filter = new CollisionFilter
{
BelongsTo = ~0u,
CollidesWith = 1u << 0, // target layer only
GroupIndex = 0
}
},
Hits = new NativeList<RaycastHit>(Allocator.TempJob)
}.Schedule(state.Dependency);
}
}
[BurstCompile]
public struct RaycastJob : IJob
{
[ReadOnly] public CollisionWorld World;
public RaycastInput Input;
public NativeList<RaycastHit> Hits;
public void Execute() { World.CastRay(Input, ref Hits); }
}
Available query types:
// Single closest hit:
world.CollisionWorld.CastRay(input, out RaycastHit hit)
// All hits:
world.CollisionWorld.CastRay(input, ref NativeList<RaycastHit> hits)
// Shape cast:
world.CollisionWorld.CastCollider(input, out ColliderCastHit hit)
// Nearest body to point:
world.CollisionWorld.CalculateDistance(input, out DistanceHit hit)
// Broad-phase AABB overlap:
world.CollisionWorld.OverlapAabb(input, ref NativeList<int> bodyIndices)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 108 lines · 36 tokens per session scan A e87cc766e551
wave5-physics-world-singleton-queries is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 937 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.
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